Search found 39 matches
- Thu Jun 18, 2015 9:14 am
- Forum: Support and Development
- Topic: [Solved]LUBE and Windows 8
- Replies: 10
- Views: 6753
Re: LUBE and Windows 8
can you upload it so we can test it ?
- Wed Jun 17, 2015 5:12 pm
- Forum: Support and Development
- Topic: camera life struggles
- Replies: 1
- Views: 1541
Re: camera life struggles
for the camera, you missunderstood how it works camera:set() must be called before the draw of element translated and camera:unset() return the draw to the previous position I'm not very clear... , the camera:set rotate, rescale and translate all draw following and camera:unset() remove those action...
- Tue Jun 16, 2015 11:00 pm
- Forum: Support and Development
- Topic: Adding graphics to a "buffer" drawing from table not working
- Replies: 6
- Views: 3545
Re: Adding graphics to a "buffer" drawing from table not wor
for the first problem : drawing from table not working when you insert the table in worldData here is the table you insert (with the example segment piece) : {1=1, 2=1, 3=true,..., 9=20} what you want is that {segment=1, position=1, C1=true, ... , length=20} here is the code table.insert(worldData,...
- Mon Jun 15, 2015 9:08 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 119661
Re: LOVE users map
Lyon, France
- Mon Jun 15, 2015 8:45 pm
- Forum: Support and Development
- Topic: Default Font?
- Replies: 5
- Views: 3950
Re: Default Font?
by default love.graphics.getFont() return the default font you can use something like this function love.load () FONT = love.graphics.getFont() width = FONT:getWidth("harharhar") end function love.draw() love.graphics.print(width,1,1) end function love.keypressed(key,unicode) love.event.qu...
- Sat Jun 13, 2015 12:49 pm
- Forum: Games and Creations
- Topic: Super Dodger
- Replies: 1
- Views: 1830
Re: Super Dodger
yes, it can be cool,
also you can upload a .love file to make it easier to test
also you can upload a .love file to make it easier to test
- Thu Jun 04, 2015 8:02 pm
- Forum: Games and Creations
- Topic: Sokoban
- Replies: 8
- Views: 2974
Re: Sokoban
oh, it's cool tile aren't very original but the whole is very net and clean, it is a pleasure to play I wonder if you will add some other mechanics such as reverse action, a limited or unlimited number of actions. I say that because when with precipitation you push a box a little to far, you have to...
- Sat May 30, 2015 1:20 pm
- Forum: Games and Creations
- Topic: 20151642
- Replies: 10
- Views: 5960
Re: 20151642
yeah it's good
But collisions are bigger than they appear, I would prefer to go right and left a little bit faster.
But collisions are bigger than they appear, I would prefer to go right and left a little bit faster.
- Mon May 25, 2015 9:58 am
- Forum: Support and Development
- Topic: objects in tilemap that uses spritebatch
- Replies: 6
- Views: 3346
Re: objects in tilemap that uses spritebatch
I make image:setFilter("nearest) when I press "n" and image:setFilter("linear") when I press "l" you can take a look at the code by unzip the .love file 1 function love.load() 2 image=love.graphics.newImage("character.png") 3 sb=love.graphics.newSpriteBat...
- Sun May 24, 2015 9:24 pm
- Forum: Support and Development
- Topic: objects in tilemap that uses spritebatch
- Replies: 6
- Views: 3346
Re: objects in tilemap that uses spritebatch
I thought there was a waste of memory but I made a program that seem to show the opposite. I set the image of the spritebatch and then I shift the filter of the image. it result in changing the filter of the image of the spritebatch So I think the spritebatch have a pointer to the image and so makin...